Mechanical Beast magic enforcers

by Tinemadra

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Clockwork Moth Swarm

Large swarm of Tiny beasts, unaligned


  • Armor Class 14
  • Hit Points 104(8d10+8)
  • Speed 30ft., fly 50ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 7 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison, psychic
  • Condition Resistances charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages __
  • Challenge 3 (700)

  • Immutable Form. Clockwork Moth Swarm is immune to any spell or effect that would alter its form.
  • Magic Resistance. The clockwork hound has advantage on saving throws against spells and other magical effects.
  • Mage Detector. Clockwork Moth Swarms are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can’t regain hit points or gain temporary hit points
  • Innate Spellcasting. The Clockwork Moth Swarm can innately cast the following spells, requiring only somatic components:
  • At will: detect magic

Actions

Bites. Melee Weapon Attack: +5 to hit, Reach 0ft, up to 4 creatures in the swarm’s space. Hit 17 (5d6) piercing damage plus 3 (1d6) poison damage or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.



Clockwork Bulldog Ant Swarm

Medium swarm of Tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 46(5d8)
  • Speed 20ft., climb 20ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 4 (-3) 7 (-2) 1 (-5)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison, psychic
  • Condition Resistances charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages __
  • Challenge 1 (200)

  • Immutable Form. The Clockwork Bulldog Ant Swarm is immune to any spell or effect that would alter its form.
  • Magic Resistance. The Clockwork Bulldog Ant Swarm has advantage on saving throws against spells and other magical effects.
  • Mage Detector. Clockwork Bulldog Ant swarms are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can’t regain hit points or gain temporary hit points
  • Innate Spellcasting. The Clockwork Bulldog Ant swarm can innately cast the following spells, requiring only somatic components:
  • At will: detect magic

Actions

Bites. Melee Weapon Attack: +3 to hit, Reach 0ft, one target in the swarm's space. Hit 10 (4d4) piercing damage plus 2 (1d4) poison damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.



Clockwork Wolf

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 22(2d8+2)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 4 (-3) 12 (+1) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison, psychic
  • Condition Resistances charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages __
  • Challenge 1/2 (100)

  • Immutable Form. The Clockwork Wolf is immune to any spell or effect that would alter its form.
  • Magic Resistance. The Clockwork Wolf has advantage on saving throws against spells and other magical effects.
  • Mage Detector. Clockwork Wolfs are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
  • Innate Spellcasting. The Clockwork Wolf can innately cast the following spells, requiring only somatic components:
  • At will: detect magic

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.



Clockwork Giant Owl

Large beast, unaligned


  • Armor Class 12
  • Hit Points 22(2d8+2)
  • Speed 40ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

  • Skills Perception +5
  • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach .
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison, psychic
  • Condition Resistances charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages __
  • Challenge 1/2 (100)

  • Immutable Form. The Clockwork Giant Owl is immune to any spell or effect that would alter its form.
  • Magic Resistance. The Clockwork Giant Owl has advantage on saving throws against spells and other magical effects.
  • Mage Detector. Clockwork Giant Owls are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
  • Innate Spellcasting. The Clockwork Giant Owl can innately cast the following spells, requiring only somatic components:
  • At will: detect magic

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

 

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